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Jbird

Posted

20 hours ago, S0faKingAwes0me said:

I was playing in that Fancy Orb Global Warfare event and been a little busy too. I manage the server for someone and he purchased the plugin. He is the only one that can access the ticket option I think. Server auto updates both Rust and Oxide every night. I also believe we have the latest version. Either Tuesday or Wednesday I will remove the plugin before restart and see what’s happening and report. 

We are lenient with helping whomever is doing the work within reason. Everyone has access to tickets. No rush though just whenever you get another chance to look further into it let me know what you find.

Chernarust

Posted (edited)

01.09 08:51:46 [Server] INFO at object Oxide.Plugins.HarborEvent.OnEntityTakeDamage(BaseCombatEntity entity, HitInfo info)
01.09 08:51:46 [Server] INFO at object Oxide.Plugins.HarborEvent.InternalCallHook(uint hook, object[] args) 
01.09 08:51:46 [Server] INFO (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
01.09 08:51:46 [Server] INFO Failed to call internal hook 'OnEntityTakeDamage' on plugin 'HarborEvent v2.1.5' [2713007450] (Object reference not set to an instance of an object)
01.09 08:51:46 [Server] INFO at object Oxide.Plugins.HarborEvent.OnEntityTakeDamage(BaseCombatEntity entity, HitInfo info)
01.09 08:51:46 [Server] INFO at object Oxide.Plugins.HarborEvent.InternalCallHook(uint hook, object[] args)
01.09 08:51:46 [Server] INFO Failed to call internal hook 'OnEntityTakeDamage' on plugin 'HarborEvent v2.1.5' [2713007450] (Object reference not set to an instance of an object)
01.09 08:51:46 [Server] INFO at object Oxide.Plugins.HarborEvent.OnEntityTakeDamage(BaseCombatEntity entity, HitInfo info)
01.09 08:51:46 [Server] INFO at object Oxide.Plugins.HarborEvent.InternalCallHook(uint hook, object[] args) 
01.09 08:51:46 [Server] INFO (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
01.09 08:51:46 [Server] INFO Failed to call internal hook 'OnEntityTakeDamage' on plugin 'HarborEvent v2.1.5' [2713007450] (Object reference not set to an instance of an object)
01.09 08:51:46 [Server] INFO at object Oxide.Plugins.HarborEvent.OnEntityTakeDamage(BaseCombatEntity entity, HitInfo info)
01.09 08:51:46 [Server] INFO at object Oxide.Plugins.HarborEvent.InternalCallHook(uint hook, object[] args)

Getting some errors out of no where for the harbor event. It was working perfectly fine this morning. Nothing on my server has changed, did rust do some type of hidden patch?

Oxum Gas station event is also doing the same thing.

Edited by Sjd6795
Jbird

Posted

17 hours ago, Sjd6795 said:

Getting some errors out of no where for the harbor event. It was working perfectly fine this morning. Nothing on my server has changed, did rust do some type of hidden patch?

Oxum Gas station event is also doing the same thing.

Did you update any other plugins just recently?

What version of HarborEvent, NpcSpawn, and PveMode (if you have it) are you using?

Kobani

Posted

Could they to the PVE mode of the plugin,
Can Turret attack a non-owner of the event? [true/false]": false,
Can SamSite attack a non-owner of the event? [true/false]": false,
Add?
Then it would be perfect

Jbird

Posted

On 9/22/2023 at 6:56 PM, Kobani said:

Could they to the PVE mode of the plugin,
Can Turret attack a non-owner of the event? [true/false]": false,
Can SamSite attack a non-owner of the event? [true/false]": false,

Under consideration. Thank you for the suggestion.

Begi

Posted (edited)

Ship is spawn but false place, why? This stuation do after plugin upgrade . the ship spawns elsewhere on the map.

 

vv.PNG

Edited by Begi
Jbird

Posted

1 hour ago, Begi said:

Ship is spawn but false place, why? This stuation do after plugin upgrade . the ship spawns elsewhere on the map.

Are you using a procedural map?

Are you using a plugin that adds recyclers to monuments?
    If you are using this, usually MonumentsRecycler, you may run into issues like this and need to disable cargo ship.

Begi

Posted

1 hour ago, Jbird said:

Are you using a procedural map?

Are you using a plugin that adds recyclers to monuments?
    If you are using this, usually MonumentsRecycler, you may run into issues like this and need to disable cargo ship.

I m using monumentsprotection but I removed it and unfortunately it didn't get better. I dont use monumentsrecycler

Begi

Posted

1 hour ago, Jbird said:

Prosedürel bir harita mı kullanıyorsunuz?

Anıtlara geri dönüşümcüler ekleyen bir eklenti mi kullanıyorsunuz?
    Genellikle MonumentsRecycler'ı kullanıyorsanız bu gibi sorunlarla karşılaşabilir ve kargo gemisini devre dışı bırakmanız gerekebilir.

I have a Shipwreck Event in my server could that be affecting it? What could be the reason why it spawns the ship somewhere else on the map?

Jbird

Posted

1 hour ago, Begi said:

I have a Shipwreck Event in my server could that be affecting it? What could be the reason why it spawns the ship somewhere else on the map?

Shipwreck should not be affecting where this spawns at all. We have had no other notifications that anyone is having similar problems within the team. It does spawn it's own ship depending on the preset but it would not affect Harbor Event no.

As to why it is spawning out of place though I can only guess either a procedural map or my other guess was already disproved.

Begi

Posted

21 hours ago, Jbird said:

Shipwreck should not be affecting where this spawns at all. We have had no other notifications that anyone is having similar problems within the team. It does spawn it's own ship depending on the preset but it would not affect Harbor Event no.

As to why it is spawning out of place though I can only guess either a procedural map or my other guess was already disproved.

Yes , I m useing procedual map but there was no such problem until the last update. Do you mean the map is the source of the problem?

Kobani

Posted (edited)

On 10/1/2023 at 9:06 PM, Begi said:

Yes , I m useing procedual map but there was no such problem until the last update. Do you mean the map is the source of the problem?

@Jbird @Begi It's due to the Event Manager plugin from M&B... At least that's the case for me. @Begi, Use version 2.6.0 of the event manager, then it works.

Edited by Kobani
Jbird

Posted

24 minutes ago, Kobani said:

@Jbird @Cefi It's due to the Event Manager plugin from M&B... At least that's the case for me. @Cefi, Use version 2.6.0 of the event manager, then it works.

Thank you.

I think you meant @Begi 😉
See above.

Are you using it as well?

Kobani

Posted

8 hours ago, Jbird said:

Thank you.

I think you meant
@Begi 😉
See above.

Are you using it as well?

Then I was probably too tired...😅 Thanks, I corrected it.

  • Haha 1
IHazQuestion

Posted

Hi!

Is there a way to prevent tugboats from coming up the back of the cargo ship?  One of my more enterprising players is completely bypassing the bradley by bringing their tugboat to the back of the cargo ship and only profiting from the loot therein.

Can we make the destruction of bradley a condition to the doors or crates unlocking?

  • Like 1
TheEye

Posted

Better still! Why not ADD the Turrets back again? I have players that Farm it. Even loading the ship with Extra Bots does not seem to calm this process of Farming.  

Just my Opinion? Bring back the Turrets. Also acting as AA for heli's trying to Attack the ship with the New Attack Helicopters!

I see major changes to this mod coming  soon to accommodate for the Newer Rust Updates. As well as "Trying" to PLEASE all of you guys firing requests to Customize it to your needs. There are always Trolls and players that Exploit. 

Dave

Jbird

Posted

On 10/15/2023 at 10:49 AM, 0xBAADC0DE said:

Is there a way to prevent tugboats from coming up the back of the cargo ship?  One of my more enterprising players is completely bypassing the bradley by bringing their tugboat to the back of the cargo ship and only profiting from the loot therein.

Can we make the destruction of bradley a condition to the doors or crates unlocking?

Even without an update to the plugin technically with a bit of work we could even add turrets anywhere it would be desired. So that is one option that we could ask the developer to strengthen the defenses in more directions.

Regardless thank you for the suggestion, adding it to our notes for future updates. Thank you for sharing!

On 10/15/2023 at 1:42 PM, TheEye said:

Better still! Why not ADD the Turrets back again? I have players that Farm it. Even loading the ship with Extra Bots does not seem to calm this process of Farming.  

Just my Opinion? Bring back the Turrets. Also acting as AA for heli's trying to Attack the ship with the New Attack Helicopters!

I see major changes to this mod coming  soon to accommodate for the Newer Rust Updates. As well as "Trying" to PLEASE all of you guys firing requests to Customize it to your needs. There are always Trolls and players that Exploit. 

Dave

I don't recall there being SAM sites in that event but I haven't run the event lately other than on foot. That might be a good addition to this or any other events that don't have some up to make it interesting for anyone trying to use the new attack heli or even the old combat heli mini's and scrap helis. I'll be adding that thought to our notes as well as anything else.

Thank you as well for sharing the feedback. We keep notes for future updates as we are always trying to keep things current and to improve and add some features over time.

Can I ask what you mean by bringing the turrets back again?

Also, suggestion and question. Have you already configured the NPCs difficulty to make it more challenging to try to enter and loot the area without more of a difficult fight? Even if nothing else giving them more HP they already become more of a problem to eliminate. Just a thought though there are many ways in the configuration to boost the difficulty.

Fast_CD

Posted (edited)

After Halloween update, spaming in console:

 

NullReferenceException: Object reference not set to an instance of an object
  at Oxide.Plugins.HarborEvent+ControllerHarborEvent.UpdateMarkerForPlayers () [0x0001d] in <b223e2226b694981a9a7fabbe9420326>:0 
  at Oxide.Plugins.HarborEvent+ControllerHarborEvent.ChangeToFinishTime () [0x00169] in <b223e2226b694981a9a7fabbe9420326>:0 
  at InvokeHandlerBase`1[T].DoTick () [0x00109] in <1998bd32c4d0466da680156345913e39>:0 
  at InvokeHandlerBase`1[T].LateUpdate () [0x0000c] in <1998bd32c4d0466da680156345913e39>:0 

 

Edited by Fast_CD
Jbird

Posted

7 minutes ago, Fast_CD said:

After Halloween update, spaming in console:

At what point does the error appear, what is happening when it occurs, and does it stop when the event does?

Almost appears as if it could be a map related issue but that is only a very quick guess looking at the error alone. But with some more information I am sure we can narrow down the source of the error.

Fast_CD

Posted

3 hours ago, Jbird said:

At what point does the error appear, what is happening when it occurs, and does it stop when the event does?

Almost appears as if it could be a map related issue but that is only a very quick guess looking at the error alone. But with some more information I am sure we can narrow down the source of the error.

The error appears when the event starts.
Spams the console without stopping until the event ends.

Jbird

Posted

16 hours ago, Fast_CD said:

The error appears when the event starts.
Spams the console without stopping until the event ends.

I would try a fresh install, or at least a fresh config, to see if it happens there. You're saying this just started happening for you after the Halloween update though? Just to confirm.

Tnyrio22

Posted

When I was climbing that ladder. Then the server gets kicked off the server. What should I do?
Disconnected: Kicked: FlyHack Violation Level 107.8711
 

Jbird

Posted

5 hours ago, QingNing said:

When I was climbing that ladder. Then the server gets kicked off the server. What should I do?
Disconnected: Kicked: FlyHack Violation Level 107.8711

Which ladder? Did it happen more than once or just one time? Sometimes especially jumping up a ladder to move faster will rarely but occasionally result in that error. It's generally a client or server issue with performance though but if it is happening each time you try then we certainly can look into it.

crunch

Posted

Getting this everytime the event ends:

 

05/01 13:35:09 | [HarborEvent] HarborEvent has ended
05/01 13:35:09 | Server Exception: IOEntity.ProcessQueue
05/01 13:35:09 | NullReferenceException: Object reference not set to an instance of an object.
05/01 20:35:15 | [HarborEvent] HarborEvent has ended
05/01 20:35:15 | NullReferenceException: Object reference not set to an instance of an object.
05/01 20:35:15 | Server Exception: IOEntity.ProcessQueue

etc

Jbird

Posted

8 minutes ago, crunch said:

Getting this everytime the event ends:

05/01 13:35:09 | [HarborEvent] HarborEvent has ended
05/01 13:35:09 | Server Exception: IOEntity.ProcessQueue
05/01 13:35:09 | NullReferenceException: Object reference not set to an instance of an object.

Can you retrieve from your server logs the full error? Should have more about it.

When you reload the plugin does it indicate any error at all?

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